• Title/Summary/Keyword: sports item

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Self-esteem item goodness-of-fit in sports talented children (스포츠영재들의 자아존중감 문항적합도)

  • Kim, Eung-Joon;Kim, Jong-Kyu;Lee, Nam-Ju;Lee, Mi-Sook
    • Journal of the Korean Data and Information Science Society
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    • v.22 no.3
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    • pp.487-494
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    • 2011
  • The purpose of this study was to investigate self-esteem item goodness-of-fit in sports talented children with socio-psychological aspect, which may be a basis of developing global sports leaders. Fifty children who were selected by 2010 sports talent identification program at Korea National Sport University participated in this study. All participants were asked to answer the questionnaire using Rogenberg (1965) self-esteem scale. Total 8 questions were used with 4 point Likert scale and high point stands for higher self-esteem status. Reliability of Cronbach's ${\alpha}$ was.785 in this study. Frequency analysis, descriptive statistics, and reliability analysis were conducted with SPSS 18.0. WINSTEPS 3.70 (Linacre, 2010) was used for calculating item goodness-of-fit and subject reliability, scale propriety, item goodness-of-fit and item level of difficulty, and level of difficulty were calculated. Statistical analysis showed results as follows. First, it was reported to be suitable for subject reliability in self-esteem as 1.01~1.03 and item reliability as 1.01~1.01. Second, 4 scale was suitable for scale propriety resulting from stage index judgment. Third, 2,7,8 and 3 question showed problems in item goodness-of-fit and item level of difficulty. Finally, scale propriety was reported to be inappropriate for considering sports talented children's ability distribution and scale level of difficulty.

A Study of Customer Royalty to Pro-sports and General Products/Service (프로 스포츠 및 일반제품/서비스에 대한 고객충성도 연구)

  • Chang, Kyung;Min, Jae-Young
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.25 no.3
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    • pp.16-27
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    • 2002
  • This paper is mainly interested in customer's(fan's) royalty to professional sports in sports industry. The royalty is studied with the royalty to several products and a service, so that we can obtain the comparison between both the former and the latter royalty. Interested professional sports, products and service are baseball, basketball, soccer, beer, cu, cola/cider, etc, and we will call each of them 'item'. The seven related hypotheses are considered. In hypotheses the dependent variable is royalty to nine items, and the independent variables are rune items, and customer's sex and major. For testing hypotheses, a questionaire is used, and reliability is checked with Cronbach's Alpha and correlation coefficients. For some items the royalty is significantly strong. Rather, even if some item has bad quality, it is found that customers can be royal to that item. We can identify some of those items through the results of this study. The strong significant results will be useful for the customer management. Additional studies are required for nonsignificant results which seems to be useful, and they are noted in the final part of the paper.

Characteristics of Extreme Sports Participants' Lifestyles and Sportswear Benefits Sought -A Comparison between Participants of Extreme and Traditional Sports-

  • Cho, Sun-Myoung;Kang, Ji-Hye;Koh, Ae-Ran
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.12
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    • pp.2051-2061
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    • 2010
  • Extreme sports refers to sports activities with a high level of inherent danger, such as extreme skiing, snow-boarding, mountain biking, motocross bicycling, aggressive in-line skating, wake-boarding, and paragliding. This study investigates the characteristics of extreme sports participants as group identities through an examination of the differences between extreme sports participants and traditional sports groups in lifestyle and sportswear benefits sought. We composed a total 108-item lifestyle profiles characterized by six lifestyle dimensions (dress, diet, home, recreation, consumption, and sense of values); in addition, we developed 32 items for sportswear benefits sought. The surveys targeted 422 sports participants living in Korea (216 men and 206 women, aged 15-23): 119 extreme sports participants and 303 traditional sports participants. All items were evaluated on a 5-point Likert scale, and SPSS 17.0. was used for data analysis. Exploratory factor analysis was conducted to confirm the substructure of each lifestyle dimension and sportswear benefits sought. The results of the factor analysis on each lifestyle dimension are as follows: 5 factors in dress dimension, 4 in diet, 3 in home, 6 in recreation, 5 in consumption, and 6 in sense of values. Six factors of sportswear benefit sought were identified. A t-test revealed that there were significant differences between the two groups in lifestyle dimensions and sportswear benefits sought. This study reveals that the lifestyle characteristics of extreme sports participants are more likely than traditional sports group to be more self-expressive, more distinctive, more fashion-oriented, more conspicuous, and more brand-oriented, while preferring more active sports, more dynamic leisure, and a more sensible life. Another finding is that extreme sports participants seek the distinctive, conspicuous, and latest sportswear benefits.

Design development of athleisure bike wear to be a casual daily wear (일상복 겸용의 애슬레저 바이크 웨어 디자인 개발 연구)

  • Lee, Dal A;Ahn, In-Sook
    • The Research Journal of the Costume Culture
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    • v.24 no.6
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    • pp.788-802
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    • 2016
  • Sportswear transforms itself into a new fashion item to satisfy desires for beauty in addition to having functionality and movability for sports activities. Sportswear is not in fashion just temporarily but comes in various forms along with sociocultural phenomenon that put emphasis on well-being and leisure. This research aims to study the needs of the bikers who ride bicycles or cycles has become a popular outdoor activity, and give suggestions for high functional sports design that can satisfy the needs of the highly demanding taste of athletes. To understand the design development direction and design preference, practical consumer needs were derived through a survey analysis on bike wear purchasing satisfaction and actual wearing state by bike riders. For consumer needs analysis, focus group interview, in-depth interview and questionnaire method were used. Based on analysis of those researches, athleisure bike wears appropriate for urban sports activities were categorized into sports, life, fitness and leisure 4 styles for athleisure bike wear design development. It is believed that this study will contribute to in the category expansion of sports wear market and satisfy the consumer demands for functional and specialized casual bike wears as well as fashion factors optimized to life style of modern people.

A Study on the Purchasing Conditions of Sports Wear of the Chinese Men (중국(中國) 남성(男性)의 스포츠의류(衣類) 구매실태(購買實態)에 관(關)한 연구(硏究))

  • Wee, Hye-Jung;Im, Soon;Sohn, Hee-Soon
    • Journal of Fashion Business
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    • v.6 no.4
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    • pp.113-124
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    • 2002
  • The purpose on this study identified the purchasing conditions of Sports wear of the Chinese men residing in Beijing, Shanghai, Dalian, Tianjin, Harbin and Guangzhou, so that it helped sports wear manufacturers and retailers offer the basic data. For the study, a questionnaire used as a method of measurement, the 863 Chinese men were selected as a sample, SAS(Statistical Analysis System) program was used to analyze the data. The results from the study were as follows: 1. According to the investigation, the most preferred sports of Chinese men is soccer, as a whole. Swimming, basketball and ping-pong keep rank the next to soccer. 2. Accordingly age, area, profession and income, Chinese men maintained sports suit in order of training suit, swimming suit, soccer suit, tennis suit. It is found that holding amount of high-quality sports wears as ski, golf is on a low level. 3. It is appeared that Chinese men purchased in good order as follow brand: No-bran, Nike, Lening, Adidas. And except Nike, they purchased more Lening brand than foreign sports brand. 4. As the result of researching on the item of sports wear, it is found that they purchased various kind items in a higher rank 5 brands. 5. Sports wear's color that Chinese men purchased is blue, white, black, red. 6. The purchasing price that Chinese men favored is 200$\sim$599RMB. Thus, they expend average per head for sports suit buying, 486.0RMB. 7. Chinese men purchased very often at specialty store. And, coefficient of utilization at the usual market is on a low level. 8. In purchasing satisfaction, 80 % Chinese men were satisfied with goods(sports wear) that purchased in a higher rank 5 brands. So, average satisfaction degree showed over 3.8 as a high rate. 9. According to the result of satisfaction on Chinese men, 70% Chinese men showed satisfaction. Therefore, the average of satisfaction degree appeared 3.81 as a high rate.

Brand Image and VMD Strategy of Sports Stores in Korea (2017년 이후 스포츠매장의 브랜드이미지와 VMD 전략)

  • Seo, Jung-Hwa;Kim, Hwa-Kyung;Kim, Jong-Jin;Youn, Myoung-Kil
    • Journal of Distribution Science
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    • v.15 no.11
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    • pp.83-93
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    • 2017
  • Purpose - The study aims to analyze the VMD(Visual Merchandising) perception factors in recent sporting goods store and clarify the effect of each VMD perception factors on brand image, satisfaction, and customer revisit intention. The VMD perception factors play an important role in attracting and actually inducing sales to the visiting customers. It has investigated the effect of VMD perception on customer satisfaction and revisit intention. It is expected that the company's marketing strategy with VMD will be differentiated and competitive in sports item stores, brand image enhancement, customer retention, and acquisition. Research design, data, and methodology - In order to verify the hypotheses of this study, a total of 380 questionnaires had been distributed. 360 respondents were used in the final analysis excluding 20 respondents' incomplete answers. The SPSS 18.0 program was used and the data analysis was conducted for the demographic characteristics and distribution behavior. Principal Components Analysis was used for the common factor extraction for validity analysis, and factor analysis was conducted to verify such as validity in brand image or brand attitude. As for Multiple regression analysis, was performed to verify and in the research model, and in and , the mediation was defined through the Sobel Test in order to verify the brand image mediating effects on VMD, store satisfaction, and revisit inquiry of sports store. Results - Qualitative research shows that VMD sub-variables such as aesthetic, fitness, and functional convenience influence store satisfaction and revisit intention. As a result of analyzing the mediating effect of the brand image, the more VMD is strengthened, the more brand image is improved and store satisfaction is also increased. Conclusions - VMD enhancement requires a VMD strategy aligned with the company's management policies and objectives, a visual directing and consistent concept that delivers a strong message to customers. The customer actual purchasing behavior is a combination of various factors such as sports item stores' interior design, display, advertisement promotion like POP(Point of Purchase), salespersons and their service quality, so that the VMD image and the brand image must be consistent and a unique strategic plan is required.

The Effect of Servicescape on Customer Satisfaction and Participation Behavior in Water Sports Facility (수상스포츠 시설의 서비스스케이프가 고객만족 및 참여행동에 미치는 영향)

  • Kim, Min-Sung;Shin, Jin-Ho
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.5
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    • pp.666-673
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    • 2022
  • This study attempted to provide basic data on the operation plan by investigating how the servicescape of domestic water sports facilities affects customer satisfaction and participation behavior. Therefore, participants in their 20s or older were selected as samples among those who experienced water sports facilities. The survey was conducted non-face-to-face from April 25 to July 15, 2022, and a total of 243 copies of data were used for the final analysis. For data processing, frequency analysis, exploratory factor analysis, item consistency, correlation analysis, simple and multiple regression analysis were performed using the SPSS (ver. 21.0) program. As a result of this study, first, it was found that the water sports facility servicescape affects the value in the order of convenience, empathy, and facility environment. Second, it was found that customer satisfaction at water sports facilities had an effect on participation behavior. Third, it was found that the water sports facility servicescape affects participation behavior in the order of facility environment, service, convenience, and empathy.

Development of Sports Ethics Consciousness Scale for Preventing Fixing Game (승부조작 예방을 위한 스포츠 윤리의식 척도개발)

  • Kwon, Ki-nam;Lee, Jung-Rea;Lee, Hyuck Gi
    • 한국체육학회지인문사회과학편
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    • v.58 no.4
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    • pp.127-138
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    • 2019
  • The purpose of this study was to develop sports ethics consciousness scale for preventing fixing game, based on foreign data but considering the actual conditions of Korea. Respondents were elite sports athletes from D-city. This study was conducted on 304 elite sports athletes from middle, high school and college students selected by purposeful sampling, for three months from May to July 2018. In the date analysis stage, the descriptive statistic analysis was performed for understanding the item characteristic and the internal consistency coefficient(α), the exploratory factor analysis and the confirmatory factor analysis were perforned for analysing the credibility, the validity. There were five sub-factors of sports ethics consciousness scale, consisting of ethics of autonomy, ethics of collectivism, ethics of common good, ethics of dignity, and ethics of productivity, which were identified through 23 questions. It was proved that the scale have enough suitability (χ2=420.151, df=220, p=.000, GFI=.996, NFI=.979, TLI=.960, CFI=.978, RMSEA=.055).

A Research on the Development of Design for Traditional Active Sports Wear - Focusing on Korean Wrestling Uniform - (전통 국기복 디자인 개발에 관한 연구 - 씨름복을 중심으로 -)

  • Yun, Eul-Yo;Park, Sun-Kyung
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.5-14
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    • 2006
  • This is the follow-up research on aesthetic review for Korean wrestling uniform design and deals with practical design evolvement of Korean wrestling uniform. The process and contents of the research was based on the outcome of the ground research. I studied Japanese wrestling and marketing strategy of its uniform, which enjoy added value as well as elevated worth as cultural item, and then compared it with our traditional wrestling. In addition, I divided practical designs into color, material and style according to concept for further research. The most important factor in designing traditional wrestling uniform can be found in harmonization of tradition and modernism. It is essential to operate and manage design in consistent and systematic way that can harmonize with modern sports marketing and designs, which contains national sentiment and contemporary mind. Designing Korean wrestling uniform with consistent concept based on aesthetic parts of Korean wrestling uniform, this research is meaningful as an exemplary for traditional and cultural item design as well as national costume.

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A Case Study of eSports' NFT utilization and Discussion of Activation Plan (e스포츠의 NFT 활용 사례와 활성화 방안 논의)

  • JaeHun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.493-502
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    • 2023
  • The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.